Encrypted Text: Rogue tips for raiding Trial of the Crusader, part 2
Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we discuss some of the tips and tricks to remember when raiding the third and fourth bosses in the Trial of the Crusader.Not even a full week had passed, and already not one, but two guilds were able to clear their way through the heroic version of Trial of the Grand Crusader. While it may have been due to soulstone exploits or spamming Holy Wrath, either way, one of the Lich King's most powerful warriors and oldest companions died to the might of the Horde (or maybe some Alliance cowards got lucky).
I've had the luxury of fighting my way through and also defeating Anub'arak, though only on normal difficulty so far. This week, I'll cover some of the tips and tricks that I've picked up in my clearings of the Trial of the Crusader, with a focus on the next 2 encounters in the instance.
Dismantle and Anesthetic Poison:
I forgot to mention this last week, but in the Northrend Beasts encounter, you can use Dismantle on Gormok (only on Normal difficulty) and you can use Anesthetic Poison on Icehowl. He'll enrage if he strikes one of your raid mates with his charge, so have a weapon with AP ready just in case, or else it will spell a quick wipe for your group!
Third Encounter: Faction Champions
Here is a fight for all the PvP lovers in the audience. You're pitted against a group of faux Alliance or Horde raiders, who's mission is to focus down your healers and make your life miserable. They play like the real enemy faction: complete with PvP mechanics such as diminishing returns on CC, PvP trinkets, and assist train gibbing. Luckily, Rogues are among the best classes to have on this fight, and our arsenal is well-stocked with utility here. Finally, a fight where Rogues aren't just DPS bots!
Cheap Shot, Kidney Shot, Gouge, and Blind: you should be using these every time they're available in this encounter. Maintaining solid crowd control and avoiding damage are the two most important factors here. You need to run away when you're getting trained by the melee, and you need to Cloak or PvP trinket if you are caught in a bad position away from your healers. Rogues typically take a more defensive role in this fight. I try to defend my healers as much as possible, and I use Fan of Knives to spread around my poisons (Wound, Crippling, and Mind-Numbing rule here). Feel free to swap to your PvP spec if it includes Deadly Brew.
Your guild may have you focus on killing a healer or a DPS first. If you're focusing a DPS, try to use Dismantle, Kidney Shot, and Crippling Poison to keep them locked down so your raid can blow them up. If you're focusing a healer, make sure to save ample energy for a Kick to interrupt one of their quick heals. Be sure to keep your eyes open: if two of the melee start moving towards you, it is probably time to run.
Ensuring the survival of you and your comrades is of the utmost importance. Most of my raiders are only doing about half of their normal DPS on this fight, but that is to be expected. Don't plan on maintaining a perfect rotation or tunnel visioning one target the whole fight. You need to think on your feet, avoid getting killed, and assisting your team mates when they're in trouble.
Fourth Encounter: Twin Valkyr
A simple fight for Rogues, but an entertaining fight due to some of the awesome effects and mechanics that spice up this old classic. It's a tank and spank of two twins, with a shared health pool and identical abilities. They're typically tanked very close to one another, allowing you to switch targets as necessary. The key element of this fight is the idea of Light and Dark polarity. One twin is always Light, one is always Dark. The Light twin takes much more damage from Dark-charged attackers, and takes much less damage from Light-charged attackers. The same goes for the Dark twin, except in reverse.
What's this mean for us? We want to be the opposite color of the twin we're attacking. Have the raid leader assign you a color, and stick to that. If you're Dark, you will start the fight by clicking on one of the Dark portals and attacking the Light twin. You simply train the Light twin for 99% of the fight. The Twins only have two real attacks: an AoE-damage pulse, and a Shield-n-Heal. You're able to safely absorb all damage that comes from your polarity.
If you're Dark and the Dark twin channels her AoE damage pulse, you actually get a buff called "Powering Up" that will eventually grant you 100% extra damage for 20 seconds. This is when you'll want to use your cooldowns for maximum effectiveness. If the Light twin starts casting her AoE damage pulse, you'll want to swap to Light immediately. You can do this by running to the Light portal and clicking on it. You still preserve your Powering Up buff, and you absorb all of the Light damage to boot. As soon as her channel is over, swap back to Dark and you're right back where you started.
If one of the twins puts themselves in a bubble and starts channeling a heal, you want to swap to that twin instantly. You need to do enough damage to break through the shield and then interrupt the heal. It's very important that you remember to interrupt the heal: breaking the shield will NOT stop the cast, you will actually need to press Kick. I typically have all DPS swap to the shielded target, and then swap back once the cast has been interrupted.
The only other mechanic on this fight is a swarm of Light and Dark orbs that will appear around the battlefield. Similar to the bosses, if you touch a similar color, you'll absorb the orb and gain more Powering Up buff charges. If you touch an opposite color, it will explode and hit you and your friends for some serious damage. I try to avoid the orbs, as they typically don't reach melee range before the casters will pick them all up.
It sounds like a lot to manage, but in reality the fight can be boiled down to this: kill your opposite color, swap colors if opposite is AoE'ing, and swap to whichever color is healing in a bubble. Maximizing your damage via the Powering Up buff reaching 100 stacks and possibly using Blade Flurry to attack both Twins are some of the nice tricks we can use to really shine on this fairly stationary and simple fight.
Conclusion:
Next week I'll be tackling the topic of Anub'arak's defeat, and covering some of the new or changed mechanics that make the heroic version of ToC significantly more challenging than the vanilla version. Heroic difficulty adds on several twists and DPS checks that must be met in order to proceed, so learning the mechanics on normal mode allows you to understand how the fights work before attempting to perfect your form in them.
Filed under: Rogue, Tips, Tricks, Raiding, (Rogue) Encrypted Text






Reader Comments (Page 1 of 1)
xenothaulus Sep 9th 2009 8:55PM
Please tell me a pvp trinket isn't necessary for the champions. I thought we got away from the Required PvP for raiding gear bullshit in TBC. I also don't know where I'd put gouge or blind on my toolbar, but I can learn to use them, I guess.
jsz Sep 9th 2009 9:04PM
It's not required to have PvP trink but it helps. My guild has me (and usually a warlock) focusing the druid healer when we get him, alternating our his cc's and my KS/Blind/Kick, and having my trinket helps me get out of roots or whatever else CC the Faction Champs throw at me.
Roble Sep 9th 2009 9:07PM
Trinket is, thankfully, not required. It can help occasionally, but it's certainly not necessary! We've downed Champs several times in PvE gear (although several people do switch to a PvP spec, eg. Shadowfury Warlocks).
Cyno01 Sep 9th 2009 11:44PM
PvP gear is not required, but i think i remember reading back in BC that it was assumed everyone would have the trinket. Hence fights like Winterchill... Heck, DKs get one to start with.
Now i hate PVP, but i dont think its too much for a raiding guild to ask for a member to run one wintergrasp and get the pvp trinket.
The only fight we really have problems with is the faction champions, because most of us are not PVPers. We usually have 2-3 rogues raiding and weve had good success with each of us taking the 2nd and 3rd healers and keeping them locked down while everyone focuses on the first healer.
tim Sep 10th 2009 3:05AM
"I also don't know where I'd put gouge or blind on my toolbar, but I can learn to use them, I guess."
sigh. You have no idea how hard it is to be a raid leader when people say stuff like this. at least you guess you can learn how to use your abilities, which is more than some
Nazgûl Sep 9th 2009 9:05PM
Future note to avoid confusion:
Trial of the Crusader = Normal 10 and 25man raid
Trial of the Grand Crusader = HEROIC 10 and 25man raid
Grand Crusader is simply the heroic version of Crusader. I know quite a few people mixed up with people saying "heroic TotC" and "heroic TotGC".
Cantor Sep 9th 2009 9:08PM
PvP trinkets aren't required, but by god are they helpful (unless you're a Human of course). On the heroic version of Faction Champions, they will use their CC liberally, and as Chase said, they come equipped with PvP trinkets and much faster dispelling from their Priests and Paladins. A trinket, along with all the other little Rogue tricks to avoid damage like Gouge, Blind, Evasion and CloS, are brilliant on this fight, particularly when you get assist-trained by the Warrior and the Ret Pally at the same time for example (tactic here: blind one, scream on vent for 5 seconds until you can find your sprint button and run away as fast as you can)
Kaz Sep 10th 2009 12:43AM
Tired of how people call faction chapions a PvP fight. Its not. Its PvE, pure and simple. Like all PvE fights there are some standard mechanics and some unique mechanics. In this case the fight involves a number of "mini-bosses" all of which will clear their agro table every 6-8 seconds or so. They also are highly resistant to CC with the maximum CC time being 8 seconds with each subsequent cast suffering from a 50% ddrop in duration until they become immune to that form of CC. The immunity wears off after 18 seconds.
Normally we have to engage the boss/es/adds/whatever to learn their abilities. In this case its been simplified for us in that each boss here has a class and thus the abilities of that class. To simplifier it further for us, hybrids have one build and tend to focus on spells of that build (ie a boomkin will cast offensive spells where a tree druid will cast heals). Now that you know the mechanics, its very simple to formulate a strat based on what type of bosses are present versus the makeup of your raid. Fairly standard PvE fair.
Personally I feel a PvP trinket is not required. There have been heaps of encounters before where you can be slowed, stunned, disorientated or a variety of other effects that this trinket can remove. However none have ever been a game breaker that you MUST equip it, and to date having raided since 2004 I have yet to use my trinket on any encounter. That being said, if I felt that a using it would simplify the encounter and ensure progression, I would.
Of course the general blurb about rogues is right, though over simplified. Rogues have a huge number of abilities and knowing when to use them is the difference between a good rogue and everyone else. One thing is sure though, a good rogue can completely lock down one of the bosses for the entirety of the fight making them a strong addition to a raid lineup.
Bod Sep 10th 2009 2:55AM
Suprising to see no comments on the use of soulstones and holy wrath. I'm sure there will be some people who read this article and talk about their respect for guilds who are innovative enough to use game mechanics to clear new raids quickly. Who argue that these people are clever, deserving of our admiration.
I'm not one of them.
I belong to probably a more old-fashioned mindset that says anyone who stacks 15 warlocks outside a raid to soulstone almost everyone, or runs 5-10 palladins to perma stun adds is not innovative, but exploitative. You know exactly what you're doing when you choose to play the game like this, and you know that Blizzard's reaction will be to nerf abilities in response to your exploits.
Your selfish actions affect the rest of us, not by our inability to duplicate your exploits, but by nerfing our abilities for the future. I hope therefore that the achievements associated with these exploits are removed.
Shameful.
syi Sep 10th 2009 7:38AM
please tell me you did not just dis on the alliance.
Squelchy Sep 10th 2009 7:43AM
Great article as usual, Chase, but I discovered a minor error that should be corrected. You wrote:
"One of the Lich King's most powerful warriors and oldest companions died to the might of the Horde (or maybe some Alliance cowards got lucky)."
which should properly read:
"One of the Lich King's most powerful warriors and oldest companions died to the noble Alliance (or maybe some Horde barbarians got lucky)."
;)
Lemons Sep 10th 2009 2:02PM
Ugg...and it wasn't even funny! It was just really random. I can already see the upcoming articles...
"And you're gunna wanna put Instant on your MH and Deadly on your OH...unless your Alliance...in which case you totally suck and should duel wield crippling poison! HORDE 4 LIFE."
Chase Christian Sep 10th 2009 2:24PM
Come on guys, in an article about the Faction Champions, I had to throw in a little Horde love! :)
Don't worry, my first Rogue was a member of the Alliance; I've stabbed and slashed my way through Azeroth aside members of both factions!
Drakkenfyre Sep 10th 2009 5:01PM
Came to comment on this.
Agerath Sep 10th 2009 8:08AM
I'm an alliance coward, but at least my name isn't a verb.
Agelamer Sep 10th 2009 10:45AM
Also,
FoK interrupt is Hax on FC, as well as Heroic Anubarak. (I don't know how we are going to do anub without it :S).
Going 14/52/5 is well worth it.
WLL1855 Sep 10th 2009 11:46AM
One competent rogue can lock down any one of the healers on faction champs without breaking a sweat. Run debuff poisons (mind-numbing and crippling (or wound if you are using your pvp spec)) and the healers will never get a heal with a cast time off. Put your egos aside on this fight. Just shut down the healers and burn the melee on champs and it is an easy win.
And everyone endorsing FoK spam for interrupts is doing it wrong and just plain lazy, not to mention probably screwing up everyone else's CC during the fight. The Throwing Spec nerf is just around the corner anyhow so you might as well get used to using CS/KS/Kick/Gouge/Blind correctly for this fight now.
Fozz Sep 10th 2009 2:59PM
Can anyone tell me where gouge is in my spellbook?
I can't find it and I think I may have deleted it last time I deleted my WTF folder...
In all seriousness, you do not need the PvP trinket/spec etc to kill Faction Champions.
Just kill the tree, and work your way through the melee, while interrupting the remaining healers. We leave the non tree healers until last and the fight is a joke once people learn to offensively dispel, kill the totems, and call out who is getting focused.
Also, if you don't have competent interrupters, using MN is pretty pointless, and if you do have competent interrupters, it is unnecessary.
Just burn the tree and toss the rogue an invite to your arena team later, cause he hits like a truck!
jjtwalton Sep 14th 2009 12:00PM
I don't know if this is the right place for this, but for you Rogue types, I stumbled across this awesome WoW Machinmemamea or whatever..
http://www.youtube.com/watch?v=iYHS7ZQ6Ojk#
It may have already done the rounds, but perhaps some people missed it!
Sorry for the intrusion with old news.